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Early game PvZ applying the right pressure - Page 2

Forum Index > Brood War Strategy
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TT1_banned
Profile Joined March 2006
Canada1206 Posts
Last Edited: 2006-05-29 08:49:06
May 29 2006 08:43 GMT
#21
anyone who wants to watch a good 2 gate style should watch arang vs sen on r-point, arang had pressure on sen all game even when it was 1 vs 7, thats pretty amazing ;p

edit : here ya go http://www.ygclan.com/replay/download.yg?board=gosureplay&idx=53403 (r-point game)

http://www.ygclan.com/replay/download.yg?board=gosureplay&idx=53402 (luna, also very nice 2 gate pressure)
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
May 29 2006 10:12 GMT
#22
everytime I watch that, I have no idea what he does differently than me to get it to work against one of the best zergs in the non-korean world...
But Garimto was always more than just a Protoss...
TT1_banned
Profile Joined March 2006
Canada1206 Posts
May 29 2006 10:13 GMT
#23
micro and his decisions
_Bandit_
Profile Joined December 2005
Canada115 Posts
Last Edited: 2006-05-29 11:21:08
May 29 2006 11:19 GMT
#24
On May 29 2006 17:29 NonY wrote:
whether you 9gate or 10gate, the first zealot comes out at about the same time. 9/10 gate gets the 2nd and 3rd zealots out significantly faster than 10/12 gate


The time delay b/w 9 gate and 10 gate is enough for the zerg to throw up 1 sunken colony when his hatchery finishes and not lose it to 1 zealot and 2 probes wacking on it. If you 9 gate, you can take his first colony down to very low health before his 6 lings get to you, which basically forces him to make 2 colonies. If you 10 gate, he only needs the 1, plus 8 lings, and then he can get maybe 3-4 drones before he needs to continue spending on defense. If you 9 gate and force 2 colonies, that's much extra defensive spending, and if he only uses 1 colony and you take it down with your 1st zeal and 1-2 probes, then he's gotta mass spend lings and he doesn't have that time gap where he can get an extra 3 drones before needing more defense.

This applies to "short range maps" only, pretty much.... lotem, paranoid android, r point, gaia close positions, luna to some extent, etc.

EDIT: This assumes 12 hatch expansion. Against 11/12 pool, I find 10/12 gate makes no difference than 9/10 gate.
Bandit[LighT]
NonYold
Profile Joined April 2004
United States2814 Posts
May 29 2006 12:37 GMT
#25
the difference in time on the first zealot, between 9 gate and 10 gate, is about 5 seconds. to understand what 5 seconds is, think of it this way. a zealot can walk the span of 4gateways side-by-side in 5 seconds. also, a zealot can do about 80 damage (5 attacks) in 5 seconds. already you must realize that your advice can't be important for every map, because the distance a zealot can walk in 5 seconds is easily added or subtracted depending on maps that seem similar. also, you must realize, that if a player does not build his gateways as close to ramp as possible, or he does not build his pylon and gateway as soon as he can afford, then he quickly loses those 5 seconds. but supposing your play is perfect to that point, and you are on a map and in positions where the 9gate will be meaningful (ie you can start attacking a creep colony) then is the extra 80 damage the magic number? perhaps you'll be forced to attack to the last second, and your zealot will be surrounded by 8 lings. then he's fine with only building 1 creep in the first place. etc etc, many things can happen

anyway, i just want to point out how meaningless the first zealot difference is. you think of it as too pivotal, because i dont think you bother to examine when it's actually made a difference and when it hasnt.

with all that said, i still like 9/10 gate. there are times when the first zealot does make a difference, but when it doesnt, the other zealots are coming out significantly faster than 10/12 and can make a difference later. the trick, as always, is to know the perfect time to stop zealots and transition into your next moves
phexac
Profile Joined March 2004
United States186 Posts
May 29 2006 13:41 GMT
#26
nony, when do you usually do that transition that you speak of? I would assume that as soon as it's clear that your rush has done all it can, you stop making zealots, and make probes and tech your priority. Or you can expand, if you feel that you have done enough damage.
TaDa1.
Profile Blog Joined May 2006
655 Posts
May 29 2006 13:53 GMT
#27
On May 29 2006 11:23 Myrmidon wrote:
I like 10/12 as well and use it most PvZ games. People are just interpreting the situation wrong and setting bad goals for the build. On maps with 9 mineral patches in main, a 10/12 gate can pump in 2 probes just before the 2nd pylon is completed for delaying one zeal a couple seconds (so that 2nd/3rd, 4th/5th zeals come out at the same time), thus revving up a healthy econ. Often, the economic advantage over 9/10 far outweighs the extra several seconds on the first zeals.

If you can\'t stop both sunks from going up with appropriate ling defense and know it ahead of time (your 1st zeal isn\'t early enough to stop at least one from completing), that\'s when you know to gas after 3 zeals. If you scout an early enough expo hatch to stop your rush, you can even gas after 1 zeal. A 11 hatch expo zerg that just made 2 sunks (which cost the same as another hatchery) and pumped lings for 4-5 larvae isn\'t ahead of a 10/12 toss. You avoid the awkward timing by teching instead. If they have defense already, they\'ve already delayed econ/tech themselves, so it\'s no problem.

But often, you\'ll see an 11 or 12 expo hatch that\'s not too far away, and you can punish accordingly. You have the option from a 10/12 gate to skip probes and/or send a couple more to accompany your scouting probe, because you get the econ to sustain this eco cut and still pump 2 gate nonstop zeals. With extra early probes at the attack (around the time the 1st zeal arrives), you can, with good micro, often stop some creep colonies from being made, by getting in the way of building sites. And extra probes help zeals 2 hit kill early lings. By targetting new sunken colonies over the expo hatch, you can force the zerg to replace them with new sunkens, further straining the zerg eco, denying the 3rd hatch for a while and reducing drone count. After harrassing the zerg as such for a while, if it\'s successful, you can continue with the safe sair follow-up to kill a couple more ovies and scout or just go with citadel. With a citadel follow-up, getting speed while pumping more zeals usually often allows for further pressure--the zerg wants to be able to pump drones, get a 3rd hatch, get gas, tech to lair, and get muta or lurks after your initial rush without getting anymore lings, so a well-timed speedzeal rush afterwards can punish a zerg that tried to hide behind inadequate sunkens or force the zerg to forgo decent eco or postpone tech to be able to survive. They can\'t exactly power and tech while defending mass speedzeals (the ones you didn\'t lose early game and kept making while teching).

11/12 pool just warrants a 5 zeal/3 probe timing rush. They need to pump nonstop lings until sunkens morph or die. 2nd hatch at expo is often vulnerable, and a safer 2nd hatch elsewhere prompts the return of your probes and an earlier start to your tech knowing that they need an even later 3rd hatch (after those lings) before they can start mining from the nat. 9 pool is similar to 11/12 pool, just that build pretty much pressures itself because the econ is weak, so all toss has to do is power and survive to get the edge.

12 hat in main you can\'t really pressure, true, so you can just send the 1st zeal/probe to be annoying and gas early. If you arrive before the first lings pop out, you can maybe snatch a drone kill or two, and/or get the zerg to bunch all the drones at one mineral patch, thus stopping mining.

The real key here is to understand when to start teching, as in, start gas before the sunken finishes because you know you won\'t be able to kill it in time. And loosing most of the zeals is really, really bad.

For the record, I once went 10/12 gate with probe cutting and taking a couple with the rush from 8 on Rush Hour III and killed a 11 hatch expo zerg at 3. I think he only tried placing 1 sunk and might have had a bad original split or something, because it certainly wasn\'t my gosu micro. ;]
thx very helpful
sos bomber stork savior fan ^ http://us.battle.net/sc2/en/profile/5160596/1/WXZ/achievements/category/4377898
strik.fr
Profile Joined May 2006
France212 Posts
May 29 2006 14:27 GMT
#28
On May 29 2006 15:03 _Bandit_ wrote:
Show nested quote +
On May 29 2006 14:50 Patriot.dlk wrote:
How about 7pylon 8gate 9gate 10first zealot?


That's the first cheesish strat i learned.. Had no sucess with it really


It's a stronger "rush" build, but if it fails to severely hurt or kill the zerg, you're in a very very bad position, unlike the other two. So yeah I guess it's kinda considered "cheese"


I always thought Pilon 7, 1 gate 8 to double gate or expanding was the best way to preasure zerg while having a macro or strategical advantage.
Here's the dossier i wrote on wgtour months ago :
http://www.wgtour.com/dossier.php?idD=5037&datab=broodwar
my top 5 forever 1)nada 2)julyzerg 3)iloveoov 4)Boxer 5)Nal_ra
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
May 29 2006 16:04 GMT
#29
I find 9/10 gate much more effective than 10/12. Personaly I never 10/12 pvz, as I would rather 1gate or expo. With 10/12 they can easily sunken and stop your initial rush, as the first sunken or two will be almost done by the time your 2nd/3rd zeal gets there. On smaller maps I will 9/10, on larger maps however, I will 1gate or expo. I do this rather than 10/12 gate, because I would rather have a tech/econ lead than try my luck with a zeal pressure that most likely wont work (as shown so easily by Sen against draco).

Now 9/10 is good pressure, but you can pressure the zerg early with almost any strat. 1gate sair/dt builds are great at pressuring early game, and I have won countless games when the Z spores up rather than hydra, simply by attacking sunk with zeals, running 2 dt into main, and holding all the ovies to that single spore.

Even with fast expo you can pressure the Z, either from canon/gate rush, 4 fast gateways, quick double starport, even fast templar tech with dt harras/speed zeal pressure.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
May 29 2006 19:42 GMT
#30
On May 29 2006 11:14 FrozenArbiter wrote:
Simple solution: 1 gate sair dt ;p


~_~ It gets predictable in a bo series.
But even Fast Upgrade and Spd Zealots are so predictable too ~_~

I need 1 gate diversity openers..

But yeah, I am definately a heavier 1 gate user too.
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2006-05-30 02:34:58
May 29 2006 20:28 GMT
#31
On May 30 2006 04:42 SuperJongMan wrote:
Show nested quote +
On May 29 2006 11:14 FrozenArbiter wrote:
Simple solution: 1 gate sair dt ;p


~_~ It gets predictable in a bo series.
But even Fast Upgrade and Spd Zealots are so predictable too ~_~

I need 1 gate diversity openers..

But yeah, I am definately a heavier 1 gate user too.

Well, download some replays of Hodong[gamei], he has a very nice 2 gate build.

It's like -> 10 12 gate -> make a zealot (or none) -> gas -> stargate-> make some zealots + 1 dragoon, sair finishes -> attack with 3-4 zealots 1 dragoon.

This is very good vs 12 hatch in main, and the reason it works is most zergs wont make speed zerglings when they see you tech, but initially they will make zerglings because they see a 2 gate

And well, if they fast expo, you can just rush (since it's not very good vs a fast expo) like you'd normally do with a 2 gate-.-

So I guess that brings you back to square 1 :D

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
_Bandit_
Profile Joined December 2005
Canada115 Posts
Last Edited: 2006-05-29 22:05:37
May 29 2006 22:03 GMT
#32
On May 29 2006 21:37 NonY wrote:
anyway, i just want to point out how meaningless the first zealot difference is. you think of it as too pivotal, because i dont think you bother to examine when it's actually made a difference and when it hasnt.


I'd say the difference is more like 7-8 seconds, but I'm at work so I can't test it... I will when I get home though

Anyways, on smaller maps (the ones I've already mentionned), from my experience, these extra seconds allow your zealot to do a lot more...Delaying sunkens, attacking colonies, or running into the main to harass drones (on this note, when 1 gating I also prefer 9 gate since this zlot can get much better drone harass done). On larger maps (i.e. Luna, RoV, rush hour), the difference in the first zealot is much less effective (meaningless as you say). So in this respect, I agree with you that it is very map dependant.

I'm not "failing to examine when it makes a difference and when it doesn't". I've had phases where I used 10/12 gate for months at a time, and phases where I used 9/10 gates, but in general I've been using 2 gate builds in favour of 1 gate or FE for years, and I'm just posting what I can recall from my experience with both of these builds. Next opportunity I get though, I'll save some reps and maybe bring some timing statistics.

Bandit[LighT]
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2006-05-30 00:09:22
May 30 2006 00:05 GMT
#33
I wrote a rather long post about 10/12 vs 9/10, but I'll try to just summerize it. Your probably going to make 9 or 10 gate before you know what the zerg is doing. Your also often going to make the 2nd gate before you scout the zerg. Perhaps faster zeals are worthwhile vs. the extreems, 12hatch and fast pools. But, vs moderate play, such as 12pool or rushsafe builds such as 9hatch9pool9ovie, 10/12 is probably better. If you think this is wrong go ahead and give your reasons as im not entirely sure, but note that this surely depends on the map, micro, etc. So, you probably won't know which will be better, yet you have to pick one, so not much use aruging which one is better, as it seems to depend. All that should really effect ones decision this early is map(income thus build, travel distence, setup), and what you think the zerg will do, and try to make a favorable decision based on those. More importantly though, is what you do after you scout the zerg, as his is somehting you can actually control. To give an example, you 9/10 but see a 9hatch9pool9ovie build, sure 10/12 would probably be favorable in this position, but your stuck with 9/10. Anyway, it would probably be best to tech fast or go for a moderate ammout of zeals instead of rushing hard.

To touch on what bandit is saying. He believes that most of the time, the cost of going 9/10 rather then 10/12 is usually worth it because of the influence on the zerg. This is the assertion that requires much analysis or evidence. And as we all agree, I think, this depends on map, micro, and the zergs build.

Th question that phexac has is a difficult one to answer. I'll let someone else take it, ha. I suggest you try a variety of things out yourself and if you come to any conclusions please post them.
| www.ArtofProtoss.vze.com |
_Bandit_
Profile Joined December 2005
Canada115 Posts
May 30 2006 00:24 GMT
#34
Ya, I pretty much agree on everything you say Knickknack. 10/12 pool is definitely favourable against 9hatch9pool. Against 11 or 12 pool, 10/12 is better if you chose to get gas early and play safe, but 9/10 is better if you chose to do a timing attack with 3 zeals and as many probes as you want to take (everybody knows the attack I'm talking about right?). Once again I'm talking about only maps where 9/10 is a viable rush build (close range maps!).
Bandit[LighT]
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
May 30 2006 10:30 GMT
#35
10/12 is better than 9/10 against a rush safe build sure, but I dont see the point of going double gate if you are not going to rush hard.
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